GE Lua Documentation

Press F to search!

setParkingVars

Definition


-- @/lua/ge/extensions/gameplay/parking.lua:395

local function setParkingVars(data, reset) -- sets parking related variables
  if reset then resetParkingVars() end
  if type(data) ~= "table" then return end

  vars = tableMerge(vars, data)

  if vars.activeAmount and vehPool then
    vehPool:setMaxActiveAmount(vars.activeAmount)
    vehPool:setAllVehs(true)
  end
end

Callers

@/lua/ge/extensions/editor/trafficDebug.lua
  if im.InputInt("Active Parked Amount", var, 1) then
    gameplay_parking.setParkingVars({activeAmount = math.max(0, var[0])})
  end
  if im.InputFloat("Parking Spot Probability", var, 0.05, nil, "%.2f") then
    gameplay_parking.setParkingVars({baseProbability = clamp(var[0], 0, 1)})
  end
  if im.InputFloat("Parking Spot Uniformity", var, 0.05, nil, "%.2f") then
    gameplay_parking.setParkingVars({neatness = clamp(var[0], 0, 1)})
  end
  if im.InputFloat("Parking Spot Precision Judgement", var, 0.05, nil, "%.2f") then
    gameplay_parking.setParkingVars({precision = clamp(var[0], 0, 1)})
  end
@/lua/ge/extensions/gameplay/missions/missionManager.lua
    gameplay_police.setPursuitVars()
    gameplay_parking.setParkingVars()
  end
@/lua/ge/extensions/flowgraph/nodes/gameplay/traffic/parkingParams.lua
  if next(self.vars) then
    gameplay_parking.setParkingVars(self.vars)
  end
@/lua/ge/extensions/flowgraph/modules/trafficModule.lua
    if self.parkedCarsActive then
      gameplay_parking.setParkingVars()
    end
@/lua/ge/extensions/career/modules/playerDriving.lua
  gameplay_police.setPursuitVars({arrestRadius = 15, evadeTime = 30})
  gameplay_parking.setParkingVars({precision = 0.2}) -- allows for relaxed parking detection
end
@/lua/ge/extensions/gameplay/parking.lua
  amount = amount or math.huge
  setParkingVars({activeAmount = amount})
end
  end
  setParkingVars(data.vars)
  active = data.active